Physics
What the ball feels
Flight vs putting
Most clubs fly with loft, attack angle, backspin, and sidespin (air drag plus lift and curve). The putter never leaves the ground. Speed maps to roll distance, and face or path will not curve a putt. A hard smash (force above a finished recreational swing) can exceed the club’s band.
Surfaces
Swing Forgiveness blends Casual and Simulator. Higher sim means faster greens, more break, and grabber rough and sand.
| Surface | Feel |
|---|---|
| Green | Longest roll, most spin grab and check |
| Fringe | Slightly slower than the green |
| Fairway / Tee | Balanced bounce and roll |
| Rough | Kills roll, soft bounce, less spin; auto-club upgrades |
| Hardpan | Kickier bounce, scrubbed roll, little spin bite |
| Bunker | Shorter carry, steeper launch, less spin; wedges beat long clubs |
| Water / Void | Dead. Penalty and drop |
Slope, spin, and the short game
- The ball rolls with the slope. Greens respond more on Simulator.
- The HUD shows percent uphill or downhill along the shot, and left or right break.
- Read Green warps a grid over the contours. It appears when you are within about 30 yards of the pin at rest.
- Irons and wedges: backspin floats and checks. Woods and driver often carry forward spin and run.
- A short finish on irons or wedges plays as a bump-and-run: less spin, more release.
- Inside about 30 yards of the pin (not bunker, not putter), a full gesture remaps to the remaining distance so you do not fly the green.
Wind. The flag flutters for atmosphere. It does not push the ball.
Difficulty knobs
- Swing Forgiveness: Casual or Simulator. Swing help, green speed, rough grab, and cup size travel together.
- Difficulty: Normal, Medium, or Hard. Venue selection and how hard hills, water, and rough play when tough holes appear.
- Magnetic hole: On, the cup pulls dying putts. Off, you must roll over the mouth.